NBA 2K24: Skilled based Passing

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  • MakaveliLPC
    Rookie
    • Mar 2005
    • 366

    #16
    Re: NBA 2K24: Skilled based Passing

    The other day i noticed something that i can't believe took me so long to see. But the disparity in bounce passes in 2K vs irl is crazy. The more i thought about it i began to wonder: Does the CPU even attempt bounce passes?

    I for one think the passing system needs to be overhauled to be more dynamic. How to pull this off? No idea. Seems difficult but i always saw it as a weak point in basketball games.

    Also for the love of god! Can we PLEASE get handoffs that work properly most of the time? Having a GSW franchise and trying to mimic the way they play irl is so hard because of how hit and miss the handoffs are. I'll hold circle and a lot of the times the player i want to hand it off to will just slowly jog to the player w the ball, stand next to him and and just catch a 'pitch pass'. Like I'm NOT trying to ever do a pitch pass. I want my player to sprint arouns the ball handler catch the hand off while the hand off-er (lol) is setting a screen. Is there a way to have this happen everytime? Like am I doing something wrong? It kinda makes a whole category of playcalling (DHO's) useless

    For reference: https://youtu.be/8EbqvnfQjak
    Last edited by MakaveliLPC; 01-03-2023, 11:37 AM.

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    • jyoung
      Hall Of Fame
      • Dec 2006
      • 11132

      #17
      Re: NBA 2K24: Skilled based Passing

      6) The special delivery badge should be range based with regards to alley oop pass success:

      No badge = can only throw them within "shot close" range if you have a 50 or higher pass rating
      Bronze = can consistently throw them from one step behind the threepoint line
      Silver = can consistently throw them from the logo
      Gold = can consistently throw them from one step behind the halfcourt line
      HOF = can consistently throw them from one step behind the away coach's box hashmark

      I concede that this change would likely require some serious under the hood adjustments to how alley oops work, because currently, you can only throw them after crossing the halfcourt line, and cannot recreate IRL NBA plays like this:

      <iframe width="560" height="315" src="https://www.youtube.com/embed/2CQeNiImObE" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen></iframe>

      7) The Breakstarter badge should also have range based success rates:

      No badge = can only throw outlets one step beyond the near-end threepoint line if you have a 50 or higher pass rating
      Bronze = can consistently throw outlets to the tip of the near-end logo
      Silver = can consistently throw outlets one step beyond the halfcourt line
      Gold = can consistently throw outlets to the far-end coach's box hashmark
      HOF = can consistently throw outlets to the far-end freethrow line

      Any outlet thrown beyond the far-end's freethrow line should be inaccurate, regardless of the passer's rating and badge level, to prevent cherrypicking from being too overpowered.

      8) The right bumper, left bumper combo input that lets you thoughtlessly throw the ball to the teammate who's closest to the basket without having to look upcourt and press his actual passing icon needs to be removed from the game to make passing more skill based and less braindead.

      9) Let us select our team's dead-ball inbound play before the screenwipe flashes and resets all the players' court positions, then if the user doesn't manually pick a play, randomly cycle through all of them throughout the course of a game, instead of always using the same "quad stack along the strongside of the lane" that never gets open and is too easy to defend. There are some good inbound plays already included in the game, we just don't get to see them because 2K23 defaults to that quad stack above the strongside box.
      Last edited by jyoung; 01-03-2023, 09:58 PM.

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      • ILLSmak
        MVP
        • Sep 2008
        • 2397

        #18
        Re: NBA 2K24: Skilled based Passing

        Originally posted by The 24th Letter
        This is one of those things you can run the risk of over complicating

        There are plenty of passing options in the game, including the old Total Control Passing which a lot of guys forgot about, as well as the passing slider profiles.

        Contextual animations and mechanics can always be improved but IQ and ratings should play the biggest role. I do like that ratings play a bigger role in passing this year…Having a bad/slow passer on your team is a headache.


        Sent from my iPhone using Tapatalk
        It’s not about missing as much as getting people on the same page and never having a pass warp u thru people. It’s better but people can still spin catch thru people.

        So if I think you’re gonna cut and you don’t I’m chuckin it out of bounds. Mind u, it’s prol still a steal lol so many people move their guys so weird that you get baited into turn over, but the main idea is both players being involved and imo that truly is the next step. Be close to the ball, press x or something, imagine live lobs (entry) or like Christian lat full court inbound chucks that people had to jump n grab. It would completely change the flick farthest fast break game which would be a huge break imo. I mean legit I’ve been throwing dumb passes for years, nearly every pass I throw is a highlight, even off rebs. I don’t chuck it, I hit the guy around half court or 3 point line, usually, and it is perfectly smooth. There is a timing aspect and I kinda press L2 which seems to help, but in general, dudes running to a spot and I’m waiting for a moment when no one can steal it, and that’s all.

        Obv people do weird movements as I said, but even if ( how’s this for over complicating haha) you could move a trajectory and change its arc w rs as u held down pass, then release. Icon passing is arguably a bandaid that never got replaced. We should be further by now.

        -Smak

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        • cvantu
          Banned
          • Oct 2016
          • 353

          #19
          Re: NBA 2K24: Skilled based Passing

          Originally posted by jyoung
          1) My most requested passing feature is icon pass flashies and alley oops:

          -- tap the icon twice for a flashy pass
          -- tap the icon once then hold down the second press for an alley oop
          Because of your post, I looked through the controller settings and saw that you can at least change icon passing to allow the other pass types.

          This changes so much. To be able to access lob and bounce passes utilizing lead passing is a game changer. Especially the lob pass. I didn't even know this option existed.





          Sent from my moto g stylus (2021) using Tapatalk

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          • jyod21
            Rookie
            • Mar 2014
            • 371

            #20
            Re: NBA 2K24: Skilled based Passing

            Originally posted by cvantu
            Because of your post, I looked through the controller settings and saw that you can at least change icon passing to allow the other pass types.

            This changes so much. To be able to access lob and bounce passes utilizing lead passing is a game changer. Especially the lob pass. I didn't even know this option existed.
            What are you meaning by this? What changes to settings did you make? You can icon lead pass a lob or bounce pass?

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